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Digitalisasi Artefak Subak: Transformasi Mekanis Tenggala melalui Animasi Prosedural di Water Museum Mandala Mathika Gede Agus Prayoga; I Putu Gede Suyoga; Ramanda Dimas Surya Dinata
Besaung : Jurnal Seni Desain dan Budaya Vol. 11 No. 2 (2026): Besaung: April-July 2026
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v11i2.7094

Abstract

The cognitive gap between the younger generation and agricultural heritage in museums is often caused by the static nature of artifacts and the limitations of informational media in explaining complex mechanical logic. This research aims to design a 3D educational animation titled "Tenggala" as a digital interpretation medium for traditional Balinese plow artifacts at the Water Museum Mandala Mathika. Utilizing the User-Centered Design (UCD) method, this design integrates accurate mechanical reconstruction with the philosophical narrative of Tri Hita Karana. The design process focuses on a visual simplification strategy through the Nusantara Stylized approach to reduce the audience's cognitive load. The primary reconstruction focus covers four crucial components: the ergonomically modified Uga (neck yoke), the Camok (muzzle), the Tenggala (main body), and the connecting traction ropes. Evaluation results through data triangulation indicate that the animation is highly valid historically according to subject matter experts and functionally effective according to media experts, with minor notes on motion fluidity. Field trials involving 75 junior high school students showed a procedural understanding retention rate of 81.0% and an increase in affective interest in visiting the museum by 90.6%. These findings prove that the narrative-procedural simulation model in 3D animation successfully transforms static physical artifacts into "living knowledge." This research contributes significantly to the epistemological conservation strategy of Subak culture, while positioning visual communication design as a strategic agent in preserving the collective memory of agricultural societies in the digital age.
Evaluating User Interface and User Experience in Digital Philanthropy Platform: A Study of Kitabisa.com I Wayan Surya; Ramanda Dimas Surya Dinata; Ari Rimbawan
Judikatif: Jurnal Desain Komunikasi Kreatif Vol. 8 No. 1 (2026): June Issue
Publisher : fakultas Desain Komunikasi Visual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/judikatif.v8i1.290

Abstract

The rapid growth of digital philanthropy in Indonesia has encouraged the development of social crowdfunding platforms that facilitate online donation activities through mobile-based systems. In this context, interface usability and user experience play important roles in influencing user trust, emotional engagement, and continuity of platform usage. As one of the largest crowdfunding platforms in Indonesia, Kitabisa.com requires an interface capable of supporting effective interaction, visual clarity, and positive user experiences. This study aims to evaluate the User Interface (UI) and User Experience (UX) quality of the Kitabisa.com application using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ) methods. The research employed a descriptive quantitative approach involving 30 respondents who had previously used the application for donation activities or campaign exploration. Data were collected through online questionnaires consisting of SUS and UEQ instruments. The SUS analysis produced a score of 78.0, indicating that the application falls within the acceptable usability category with good interaction quality. Furthermore, the UEQ evaluation demonstrated positive results across all dimensions, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. The findings indicate that the application successfully supports usability efficiency, navigation clarity, and positive emotional engagement during digital donation activities. However, the novelty dimension obtained the lowest score, indicating opportunities for further innovation in interface design and interactive engagement features. This study contributes to usability evaluation research within digital crowdfunding platforms and provides recommendations for improving interface quality and user interaction experiences.
Adaptive Reuse of Heritage Buildings in Cultural Tourism: A Multi-Layered Design-Tourism Interface Framework from Kota Lama Surabaya Daniel Pandu Mau; Freddy Hendrawan; Ramanda Dimas Surya Dinata
Jurnal Internasional Riset Bisnis Pariwisata Vol 5 No 1 (2026): International Journal of Tourism Business Research (INTOUR)
Publisher : Faculty of Economics and Business, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/intour.v5i1.2994

Abstract

Historic urban heritage areas are key resources for cultural tourism but often face challenges of functional obsolescence and underutilization. Existing studies, however, often examine adaptive reuse from architectural or tourism perspectives separately, with limited integration between these dimensions. This study examined how design-based adaptive reuse of heritage buildings contributes to cultural tourism development in Kota Lama Surabaya by analyzing functional repositioning, design mediation, and tourism value structuring as interconnected processes shaping tourism outcomes. A qualitative multi-case study approach was employed, focusing on four heritage buildings representing different cultural zones. Data were collected through field observations, in-depth interviews, and document analysis, and analyzed using within-case and cross-case comparative methods. The findings reveal that adaptive reuse operates as an integrated interaction-based system rather than a linear transformation. Functional repositioning redefines the role of heritage buildings within socio-economic and tourism systems, while design mediation translates these changes into spatial experiences and cultural narratives. Tourism value emerges through the interplay of economic, experiential, and symbolic dimensions, which are often characterized by inherent tensions. This study proposes a multi-layered design-tourism interface framework, demonstrating that the effectiveness of adaptive reuse depends on the alignment between function, design, and value. Through integrating design and tourism perspectives, the study contributes to adaptive reuse literature by conceptualizing heritage transformation as an interconnected socio-spatial and experiential process within tourism systems.
DESIGN-DRIVEN PLACE BRANDING THROUGH ADAPTIVE REUSE IN MULTICULTURAL HERITAGE DISTRICTS Daniel Pandu Mau; Freddy Hendrawan; Ramanda Dimas Surya Dinata
Jurnal Pariwisata Tawangmangu Vol 4 No 2 (2026): July 2026
Publisher : Institut Teknologi dan Bisnis Kristen Bukit Pengharapan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61696/juparita.v4i2.1095

Abstract

Adaptive reuse of heritage buildings has become increasingly important for supporting the sustainability of historic districts. However, studies integrating design intervention, spatial character, and district identity formation within the context of place branding remain limited, particularly in multicultural heritage districts. This study aimed to examine how design interventions in heritage buildings shaped spatial character, generated spatial experience potential, and contributed to district identity formation in the Old Town of Surabaya. This research employed a qualitative approach using a multiple-case study strategy involving four heritage buildings representing different cultural zones. Data were collected through field observation, visual documentation, and literature review, and subsequently were analyzed using a descriptive-interpretative approach through spatial configuration analysis, functional transformation analysis, and cross-case comparison. The findings indicated that design interventions influenced spatial configuration, circulation patterns, functional hierarchy, and contextual integration, resulting in diverse forms of spatial experience potential. The findings further indicated that spatial experience potential functioned as a mediating mechanism between spatial transformation and place perception, while place branding in heritage districts emerged through the interaction between spatial identity, narrative meaning, and spatial experience generated through design. This study developed a design-driven place branding model that linked design intervention, spatial experience potential, and district identity formation. Future research is recommended to further validate this model through post-occupancy evaluation and visitor perception studies across different heritage district contexts.
Effectiveness of the Design Platform Canva on the Creative Thinking of Visual Communication Design Students Ramdani Abdul Malik; Ramanda Dimas Surya Dinata; Freddy Hendrawan
Gorga : Jurnal Seni Rupa Vol. 14 No. 2 (2025): Gorga: Jurnal Seni Rupa
Publisher : Fakultas Bahasa dan Seni Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/0vmcgr50

Abstract

Technology has penetrated the creative industry, particularly in the Visual Communication Design sector, particularly in the field of visual design tools. One clear example of this technological advancement is the Canva instant design platform. Canva has become a widely used design application due to its user-friendly design features. Therefore, this study aims to analyze the influence and impact of instant design platforms, specifically Canva, on the creative thinking skills of Visual Communication Design (DKV) students. Data collection was conducted through an experimental method involving 30 respondents. Respondents were divided into two groups: users of the Canva instant design platform and users of the Adobe family of conventional design platforms. Based on the results of the data processing and experiment, it can be concluded that the Canva instant design platform has a significant impact on students' creative thinking patterns, particularly in terms of fluency in expressing ideas visually. The findings indicate that Canva users tend to have higher creative thinking scores than Adobe users, with average scores in the moderate creative range. Assessment was conducted using a creative thinking rubric with five main indicators: fluency, originality, elaboration, symbolism, and flexibility.
“Keraton’s Culinary”: Strategi Edukasi Budaya Melalui Board Game Augmented Reality Bagi Gen Z Yogyakarta Romario Santana; Freddy Hendrawan; Ni Made Emmi Nutrisia Dewi; Ramanda Dimas Surya Dinata
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5931

Abstract

The rapid development of technology and intense exchange of information has caused the younger generation to be easily influenced by outside cultures. This has resulted in the traditional food of Kraton Yogyakarta, which is full of philosophy and deep cultural values, is threatened to be forgotten by the current generation, especially Generation Z in Yogyakarta. The purpose of this research and design is to focus on efforts to preserve traditional food through board game media integrated with Augmented Reality technology to educate the importance of traditional cuisine as a regional cultural identity. The design method uses the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model, which consists of needs analysis, game conceptual design, prototype development, trial implementation, and effectiveness evaluation. This method was chosen because it provides a systematic structure in designing an effective gaming experience. The results of the study indicate that there is a crisis of knowledge regarding traditional culinary culture among Generation Z in Yogyakarta, caused by a lack of media that presents such content in a visually appealing and technologically relevant manner. The design results show that board games with Augmented Reality technology can create an interactive and immersive educational experience and increase Generation Z's understanding of the food philosophy of the Yogyakarta Palace. This research and design is expected to contribute to the development of interactive, immersive, and sustainable educational media.
Representasi Simbolik Rejang Inyeng Melalui Film Dokumenter di Desa Adat Tiyingan Kabupaten Badung: Indonesia I Putu Sukadana; I Putu Gede Suyoga; Ramanda Dimas Surya Dinata; Freddy Hendrawan
Besaung : Jurnal Seni Desain dan Budaya Vol. 10 No. 3 (2025): Besaung: Agustus-November
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jsdb.v10i3.5940

Abstract

Rejang Inyeng  is a sacred dance preserved in Tiyingan Village, Petang District, Badung Regency. Performed by young girls before menstruation during the Purnama Kapat and Purnama Kedasa ceremonies, the dance functions as a ritual to welcome deities. However, its continuity faces challenges due to limited academic documentation and a hiatus during the pandemic. This study aims to represent the symbolic meaning of Rejang Inyeng  through documentary film as a cultural preservation strategy. The research employed a qualitative approach by combining Ferdinand de Saussure’s semiotics, visual ethnography, and the Save the Cat narrative model. Data were collected through observation, interviews, questionnaires, literature studies, and documentation, while information tracing was guided by the concept of Catur Guru and the Glass Box method. Analysis was conducted by linking signifiers, such as dance movements and performers, with signifieds such as purity, sanctity, and cultural regeneration, further deepened through the concept of Dasa Aksara. The findings indicate that the documentary effectively represents the symbolism of Rejang Inyeng  in a communicative way, serving not only as a visual archive but also as an educational and cultural transmission medium. The novelty of this research lies in the integration of Saussurean semiotics with Dasa Aksara, the application of Catur Guru in data exploration, and the adaptation of Save the Cat within a sacred documentary.